39 if (item && item.IsHeavyBehaviour())
42 if (!player.CanEatAndDrink())
45 return target.GetObject() && (target.GetObject().GetWaterSourceObjectType() ==
EWaterSourceObjectType.WELL || target.GetObject().IsWell());
50 super.OnStart(action_data);
52 action_data.
m_Player.TryHideItemInHands(
true);
57 action_data.
m_Player.TryHideItemInHands(
false);
71 action_data.
m_Player.SetBloodyHandsPenalty();
77 if (action_data.
m_Player.HasBloodyHands())
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
protected int m_StanceMask
ActionDrinkWellContinuousCB ActionContinuousBaseCB ActionDrinkWellContinuous()
class ActionTargets ActionTarget
protected ActionData m_ActionData
protected void OnFinishProgressServer(ActionData action_data)
protected void OnEndAnimationLoopServer(ActionData action_data)
ref CABase m_ActionComponent
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
provides access to slot configuration
DayZPlayerConstants
defined in C++